Exploring Factions' Favor

Wednesday, July 12, 2017

PaizoCon wrapped up about a month ago, and although we announced the next season of the Pathfinder Society Roleplaying Guild at the preview banquet, we're overdue for a proper introduction on paizo.com.

In the pursuit of ancient secrets and unclaimed treasures, the Pathfinder Society doesn't just make discoveries; it also makes enemies. A cast of the campaign's greatest villains has conspired to take their revenge against the Pathfinder, bringing war to the footstep of the great city Absalom and chaos to the Inner Sea region. For years, factions within the Society have championed their own agendas, fought for recognition, and accumulated resources. At last they have a chance to prove themselves—an experience that could leave these organizations changed forever in Season 9 of the Pathfinder Society Roleplaying Guild: the Year of Factions' Favor.

In the coming year, Pathfinders have an opportunity to redeem souls, avert an invasion, uncover hidden secrets below an infamous museum, and vanquish an ageless evil poised to take control of the region's greatest minds. At the same time, players can use faction resources to shut down an exploitative consortium, thwart a league of dangerous villains, oust an infamous tyrant, and decide whether the ends justify the means in the pursuit of justice. On top of this there are tombs to unseal, artifacts to recover, and countless other adventures that await in this exciting season that debuts at Gen Con 2017!



Icon Illustration by Giorgio Baroni

One of the big questions I've heard over the past several years is "Our factions keep building connections and accumulating resources, but for what?" For some factions it's been pretty clear, such as the then-Taldor building up steam to launch its own Army of Exploration during Season 5. For others, the payoffs have been less obvious. For others still, it's been less a question of payoff and more a matter of self-reflection; some of the factions have found themselves pulled in multiple directions, whether that's multiple leaders vying for ideological dominance or a leader and a faction growing steadily less suited for each other. With Season 9, we're examining a bunch of these questions by giving many factions a big events in which to flex their muscles, prove their worth (in-game and out), and trigger some substantial changes on the world. Some factions are performing some house cleaning, such as rooting out corruption or thwarting a growing menace within their ranks. Others still are receiving smaller-scale stories tied to recurring characters whose narratives spin into a much larger event. All in all, each of the factions is getting something exciting to pursue over the course of Season 9.

Although Season 9 had a placeholder name of "Year of the Factions" for many months, the adventures are far from faction-exclusive. Characters of all factions should be able to enjoy these scenarios, and Society leadership will oversee the vast majority of these adventures—particularly ensuring that the Society's interests aren't lost in the shuffle. Many of these adventures also involve the same elements that we've come to expect from Pathfinder Society scenarios, such as exploring ancient sites, uncovering hidden secrets, discovering rarely-traveled lands, and dishing out a generous helping of RPG action. All the while, the factions are jostling for the opportunity to lend their support and be awesome. For example, if a noteworthy port is giving the Society trouble and keeping the PCs from going on an adventure, you can bet the Exchange is chomping at the bit and saying, "Is this municipality using economic warfare to block you? Two can play at that game. Hold my beer."

On top of that, we'll have a helping of unaffiliated adventures, including a new higher-than-1st-level replayable adventure.

The Adventure Path

From Season 3 to Season 6 of Pathfinder Society Roleplaying Guild, the campaign's overarching theme connected to one of two Adventure Paths that would release that year. While this allowed the developers to promote and borrow from the supporting literature released around that same time for the Adventure Path, it also meant the organized play program was telling less of its own story. Beginning in Season 7, we broke from that mold. While the freedom to craft our own narrative is delightful, I've been missing the sense of cross-product collaboration. The difference is that rather than wait for the Adventure Path line to set the direction, I went straight to Crystal Frasier to start planning things from the ground up.

Crystal's a delightful co-conspirator, and I've known for a while that her desire to shake up Taldor is even stronger than my own. When we put our heads together, we realized just how well our two stories could work together, rather than one being subservient to the other. After all, the Sovereign Court's been building up to something big for quite some time, and overthrowing an irresponsible monarch in order to revitalize one of our central nations sounds like just the right thing.

Is the entirety of Season 9 about Taldor and the upcoming War for the Crown? Far from it, but we will have several scenarios that tell a big Sovereign Court faction story and contribute to this Adventure Path.

Pathfinder Society Adventure Card Guild

There are more stories we have in reserve than we have scenario slots to give them, and last year we tried something a little new with the Pathfinder Adventure Card Guild: we began tying its story into that of the Pathfinder Society Roleplaying Guild and cementing the PCs' role as Pathfinders. For those of you interested in the ongoing Scarab Sages narrative and drama with the Aspis Consortium, I encourage you to play Season 3: Season of Plundered Tombs.

For the first time, we have a shared season name between these two campaigns, so Season 4 is the Season of Factions' Favor. Here we'll show another side of one of the ongoing plot threads, giving players an opportunity to travel to rarely visited regions in order to thwart an infamous, recurring villain who threatens to cast the Inner Sea region into chaos. So when several upcoming Roleplaying Guild scenarios reference the behind-the-scenes efforts of another group of Pathfinders, remember that you can experience those stories with the Adventure Card Guild.

We're launching the Season of Factions' Favor at Gen Con in August!

John Compton
Organized Play Lead Developer

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Tags: Adventure Card Guild Giorgio Baroni Organized Play Pathfinder Society Year of Factions Favor
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Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

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DM Beckett wrote:

Detect the Faithful is a divine spell whose only real function was to allow for persecuted individuals in hostile areas to find true members of their faith and avoid individuals that where spies or trying to harm members of the faith.

Ultimate Intrigue reprinted that spell, but added in the line "Furthermore, since the spell picks up a creature’s current beliefs and feelings, a creature actively pretending to be a member of the same faith also appears to the spell to be a member." This basically makes the spell outright useless, especially for a true follower that is attempting to see if they person that is trying to help them is actually a secretive follower of their own faith or simply part of the exact hostile faction that they are trying to avoid.

How is that fun for anyone except for an antagonistic DM? Why would anyone, ever use this spell? And so, why is this even an option then, other than because the book is suggesting that it's a good thing for DMs and ST to take this sort of DM style and use it.

NPCs have access to spells, too. I'd like to be able to infiltrate an evil cult without being shut down by a 1st-level spell, thank you. That line increases playable options.

I think you misrepresent the utility. It is still useful for detecting faithful in an otherwise neutral crowd. It only picks up fakers if their actively faking their belief, not if they are going about their business. You can use it to identify which shopkeeper secretly shares your beliefs. You might want to be cautious about the random man loitering nearby conveniently in your area of effect, and it is (rightly) useless for purifying a congregation.

Quote:
In fact, most of the spells and options in Ultimate Intrigue are just there to escalate the game, introducing an option that negates something else, like a Classes Immunity to ______, and then another option that allows that first option to maybe work. I'm sorry, these where terrible for the game and terrible advice for people that want to run games that play within the theme.

In combat we have DR, energy resistance, immunity, and ways to overcome those things. Making society complex for a social game is not bad game design. Sure, hold back on the options for your dungeon crawl. If you are only ever going to talk to the bartender, you don't need the options. Go ahead and auto-win that Diplomacy check.

Shadow Lodge 4/5

I disagree. What it did was make the spell unreliable, because it now comes down to how the DM wants to handle it, and clearly states that individuals faking it, (as in with the intent to harm you or other members of your faith), are not revealed. I'm not misrepresenting the utility, the spell originally appeared in Taldor: Echoes of Glory where it was talking about how in Taldor the Faith of Sarenrae was actively hunted, and this spell was there for faithful to be able to find other real faithful and avoid being caught by those that faked it to infiltrate the hidden cells.

The original spell already included the line that those with heretical beliefs still counted, so allowed for some discrepancy, but also allowed for, as BNW mentioned, a difference between "evil" and "antagonist", as for instance a typical follower of Sarenrae and a Cultist of the Dawnflower would both still count, and could both be Non-Evil, but might be archenemies. That is interesting. Gutting the entire function of the spell, is not.

And social encounters could already be complex. The Core rules already offer suggestions and talk about some things simply being beyond the roll itself. What Ultimate Intrigue did instead is to make characters with a lot of investment in Diplomacy only somewhat stronger than other characters that didn't in the social arena.

Silver Crusade

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I'm going to agree with King, the revised version increases playable options rather than taking them away. Now there's a lot more thought needed rather than just cast spell Y/N?

Dark Archive 4/5 5/5

The subsystems in both Horror Adventures and Ultimate intrigue open up better space for different types of games, so I do not really understand your beef. Your diplomacy example is perfect. Cheesing out diplomacy to solve social encounters, encourages not just so-so role play but being a great talker does not automatically mean you know what people want. Encounters with those mechanics have been both some of the best playing experiences and fun to GM.

1/5 5/5

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Pathfinder Starfinder Roleplaying Game Subscriber

Even without these systems, though, a GM had that power. In A Home Game.

*vividly remembers the high Diplomacy character who proceeded to 'politely' raise two figurative middle fingers to a major political figure in Rise of the Runelords, and it colored the remaining of the campaign when the payback caught up.*

The problem is when it hits Org Play, then it has to go *exactly as written* when no one can ever agree on what *exactly as written* PRECISELY entails.

We see enough threads on this board going into theory pedantry, and I'd prefer to have *less* rather than *more* of that when there's a slot I'm either running or playing and trying to get done in a 4-5 hour timeframe.

Shadow Lodge 4/5

Davor Firetusk wrote:
The subsystems in both Horror Adventures and Ultimate intrigue open up better space for different types of games, so I do not really understand your beef. Your diplomacy example is perfect. Cheesing out diplomacy to solve social encounters, encourages not just so-so role play but being a great talker does not automatically mean you know what people want. Encounters with those mechanics have been both some of the best playing experiences and fun to GM.

Firstly, I think there is a disconnect here, between me disliking the way that specific spell was handled, (which was intended only as an example of the issue I have with the book overall), and the assumption I dislike the subsystem. I dislike that bad advice that the book as a whole offers on how to run a game based around intrigue, which is to rob different classes of their options and to change base assumptions of the game in order to make the story or plot work.

In what little experience I have had, seen, or read about the social mechanics as presented, the experiences have not been too good. This is a separate issue from the above. Bluff, Diplomacy, Intimidate, and Sense Motive, the most typical Social skills already very well cover, in my opinion, a lot of what the subsystems in the book try to go into, and if others like the extra detail and in a sense, "combatization" approach, that's fine. It wasn't for me, and really didn't accomplish much that the base rules didn't overall, it just added a somewhat clunky system to it, but one that is somewhat dull as well.

However, my main point is that I disagree with the overall suggestions about how to run an intrigue or political game from the book, specifically in that it tries to remove things from players rather than to work with them. Like I said, not only allow them to use teleport when they finally get it, but reward them for it rather than trying to shut it down or make it a burden just because the plot can't handle it. Granted, the book does offer some suggestions about ways to counter these things, but even those I found to be from the standpoint of an antagonistic DM (against the party) rather than one trying to let everyone do cool stuff.

Dark Archive 4/5 5/5

Fair enough on not quibbling over that specific, but assuming I understand your general concern correctly I fundamentally disagree. A significant part of me is an uncontrollable hyper-optimizer and rules lawyer. Which is to say that I still enjoy a fair bit of the strategy and theory crafting challenges, but I am nowhere near the level of rules master that I was in second edition. That said I enjoy good character development and role-playing way more then I did when I was 16. This is relevant because I still reflexively view things deeply through a rules lens or from an engineering perspective. Which means that every rule impacts the feel and play of the game, which is the ultimate goal to have a game feel that you want. An intrigue or horror game has a radically different game feel, ergo it requires a different set of rules to maximize the feel.
That is actually 1 of the things I like the most about Pathfinder, I can include or exclude different portions of the rules and subsystems to get the kind of feel that matches what I am looking for.

Another way of getting at that is that it doesn't matter what the PCs gimmick is for solving an encounter there is always a natural counter measure. And teleport is a perfect example, a competent villian at that power level who is capable of strategy will find any number of ways to shut that strategy down. That's not being antagonistic as a GM it represents the bad guys trying. Even creative tactics once they become common should be negated by competent enemies. This is the fundamental question in designing a challenge for players, what will push them enough to make the outcome in doubt and still work within the narrative. If you alter the mix of rules a bit to give a different feel this is not altered, and actually can add variety (oh I can't teleport my way out of this, perhaps I'll make a heroic stand to give my companions a chance to run and come back stronger). In short if there's no pushback against common or obvious strategies then it becomes very easy to Win at Pathfinder which is a complete total loss.


First World Bard wrote:
I didn't see any tickets for the ACG Season of Factions' Favor in the Gen Con event database. Will those be added?

Same here. Any word on those events being added? Or am I being obtuse and just can't find them?

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